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VRIC '17: Proceedings of the Virtual Reality International Conference - Laval Virtual 2017
ACM2017 Proceeding
Publisher:
  • Association for Computing Machinery
  • New York
  • NY
  • United States
Conference:
VRIC '17: Virtual Reality International Conference - Laval Virtual 2017 Laval France March 22 - 24, 2017
ISBN:
978-1-4503-4858-4
Published:
22 March 2017
In-Cooperation:
Laval Virtual

Bibliometrics
Abstract

No abstract available.

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research-article
Why Pokémon GO is the future of school education: Effects of AR on intrinsic motivation of children at elementary school

The fast evolution of information and communication technology (ICT) and their progressive inclusion in school education is a widespread reality. The AR (Augmented Reality) technology is part of them. This one is considerate as a valid alternative of VR ...

short-paper
MitsuDomoe: Ecosystem Simulation of Virtual Creatures in Petri Dish

In this study, we propose the use of mixed reality (MR) for the purposes of biological education. Our objective is to create an interactive edutainment MR framework for users to learn about nature and human beings. MtsuDomoe, an interactive ecosystem ...

research-article
Empty Room, an electroacoustic immersive composition spatialized in virtual 3D space, in ambisonic and binaural

Presentation of the Empty Room project, dedicated to the exploration of new composition and spatialization methods in virtual 3D spaces, in multiplayer situation or not (Second life, OpenSim, Unity 3D) using latest video games and virtual reality ...

short-paper
Open Access
Real Baby - Real Family: Holdable tangible baby VR

This project "Real Baby - Real Family" is a project aimed at expressing love and family ties utilizing Virtual Reality system (VR). In this paper, we described the version presented at the International collegiate Virtual Reality Contest (IVRC 2016). It ...

short-paper
4D/BIM model linked to VR technology

The potential of Building Information Modeling (BIM) to support a transformation of the processes of design and construction has been evident in the construction industry. A current BIM topic that requires attention is the integration of BIM with ...

short-paper
Reviving Aggersborg: Conveying lost heritage sites through indirect augmented reality

This paper propose a simple and user friendly method for aligning an Indirect Augmented Reality application with the real world. Augmented Reality is often considered an innovative platform for conveying cultural heritage, as well as for many other ...

short-paper
Grammar of VR Storytelling: Visual Cues

Visual storytelling is an integral part of the experience in media such as comic books, movies, video games and virtual reality. The grammar of storytelling that has been explored abundantly in virtual reality has close relationship with that of video ...

short-paper
Live Room Merger: A Real-Time Augmented Reality System for Merging Two Room Scenes

A real-time augmented reality system is built to replace the background of the user's room (the 'observer room' or 'local room') with a 360-degree live video of another room (the 'remote room'). The user can see the merged room captured by an RGBD ...

short-paper
FACETEQ: A novel platform for measuring emotion in VR

Faceteq prototype v.05 is a wearable technology for measuring facial expressions and biometric responses for experimental studies in Virtual Reality. Developed by Emteq Ltd laboratory, Faceteq can enable new avenues for virtual reality research through ...

short-paper
Virtual Reality Flythrough of Program Code Structures

The abstract nature of program code structures is inherently challenging to visualize. As virtual reality (VR) hardware and software become mainstream, VR visualization of program code structures becomes feasible. This application paper describes and ...

research-article
Art - Distance Sharing: A Virtual 3D paradigm for the study of the influence of co-presence through avatars on the emotional perception of fine arts

How to design new forms of on line behavioural and emotional interactions in digital spaces, shared virtual environments? What are the perceptual, behavioural and cognitive processes involved when actions, emotions or information are shared between ...

short-paper
Design of Sports Creation Workshop for Superhuman Sports

Superhuman Sports, based on human-machine integration technology, aims not only to approach sports from various angles including augmented sports games, expanded sports spectating and developing new ways of player training, but also aims at "Sports ...

short-paper
A Virtual Reality System for Treatment of Phantom Limb Pain using Game Training and Tactile Feedback

Phantom Limb Pain (PLP) affects many amputees and many conventional treatment methods have been proven unreliable. This paper describes the implementation of a PLP treatment system for upper-limb amputees, using Virtual Reality (VR) to create an ...

short-paper
Comparison of Body Positions in Virtual Reality Mirror Box Therapy for Treatment of Phantom Limb Pain in Lower Limb Amputees

This paper describes the implementation of two virtual reality (VR) games based on the traditional mirror box therapy (MBT) for lower limb amputees. The games are displayed in VR using a head mounted display (HMD) and two motion controllers attached to ...

short-paper
TECHTILE Bits: Designing a Tool for Children to Create Haptic Devices

We designed and implemented a tool that makes it possible for children to create haptic content using sensors, and tactile sensation. We developed TECHTILE Bits and confirmed that children can understand and create haptic content using TECHTILE Bits. ...

short-paper
MeLight: Embodied Appreciation of "Inouzu"

The purpose of this study was to make the appreciation in the museum that visitors understood precious cultural artifacts more deeply. We designed an embodied appreciation system called MeLight that allows various visitors including children to actively ...

short-paper
Design and Evaluation of Zoom-based 3D Interaction Technique for Augmented Reality

Real-time 3D interaction with augmented reality environments is one of the main features of any AR system. However, selecting and manipulating distal 3D virtual objects in AR still suffer from lack of accuracy and precision. In this paper, we propose an ...

short-paper
A handheld Augmented Reality to revive a demolished Reformed Church from Braşov

In this paper is presented a Mobile Augmented Reality (MAR) application which makes possible the reviving of a demolished Reformed church from Braşov city by co-locating visual information in the location of the user. The advantage of the presented AR ...

short-paper
Development of Wheelchair Dance Game using Wheel Rotation Speed as Input

A wheelchair is often caught as a tool for substitution to walk and to move; however in recent years, another type of wheelchair superior in design to fascinate onlookers appears. Following and pushing forward this tendency, we aim to create a ...

short-paper
Towards an upper limb self-rehabilitation assistance system after stroke

We designed an interactive system to assist motor rehabilitation of the upper limb after stroke. This work is based on an iterative design methodology centered on the users (patients and therapists). Our prototype makes it possible to carry out a ...

short-paper
VR model of bridge construction: a didactic application

Virtual Reality (VR) technology is regularly applied in education as a complement to three-dimensional (3D) models, leading to better communication between teachers and students. In a construction environment, the user visualizes a virtual world that is ...

short-paper
Interpolation of liquids' height inside a mesh

This short paper details an approach to simulate liquids inside a mesh with an approximate but fast method. Only height is computed, and is used for rendering. One of the benefits of our approach is that height is obtained in a continuous way, by ...

research-article
ICE Breaking: Disentangling Factors Affecting the Performance of Immersive Co-creation Environments

Engaging users for co-creating alternative solutions and usage scenarios is, as revealed in previous studies, not so obvious. Very often, it necessitates expensive high-tech resources, such as a CAVE (Cave Automatic Virtual Environment), for setting-up ...

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